Starbound

Starbound

Recipe Browser
90 Comments
Ryanor Feb 16 @ 4:33pm 
Hey! Great job on getting universal support for recipes with OpenStarbound, although I'm wondering, is it possible to optimize the recipe searching now that OpenStarbound exists? I feel like that'd make this mod even better so you don't get lagspikes when looking for a query.
Ziorys  [author] Feb 11 @ 2:43pm 
oops ^^

that's what happens when you assume any consistency between mods and vanilla i suppose. thanks for the tip <3

it might work now (in testing at least it does for that saxophone recipe and similar ones)
patman Feb 9 @ 4:28pm 
its because the script expects all itemdescriptors to be objects when they can also be strings or arrays <3
Zennle Feb 9 @ 12:57pm 
[19:01:44.919] [Warn] [RB_postload]: failed to parse recipe from asset: (failed to get product)
[19:01:44.919] [Warn] /recipes/starbound/instruments/tool/saxophone.recipe
[19:01:44.919] [Warn] {"groups":["sb_craftingtable","sb_instruments","all"],"output":"saxophone","duration":0,"input":[["copperbar",2]]}
[19:01:44.919] [Warn] skipping. (this recipe will not appear in the recipe browser. if you notice this and think it should, tell me on steam which mod caused this issue.)

several thousand lines of this type of error in the log
Ziorys  [author] Jan 28 @ 1:24pm 
@Ryanor: thanks for catching that. I haven't had that problem, probably an edgecase with some mod i haven't tested with. The new update should make it so cases like that get handled reasonably now, but without knowing the exact cause that's all i can do for now. Could you check if it works now? (ideally the log should now also tell you what caused the problem in the first place)

@DeMadScribe: StarExtensions support is probably possible, but i'll have to figure out some implementation details first
Ryanor Jan 25 @ 5:28pm 
Error occurring after script is loading in OpenStarbound:
[18:00:07.521] [Info] Running postLoad scripts ["/osb_postload/rb_Autopatch_postload.lua"]
[18:00:07.524] [Error] Exception while running postLoad scripts from asset source 'C:\Program Files (x86)\Steam\steamapps\workshop\content\211820\2018183533\contents.pak': (LuaException) Error code 2, [string "/osb_postload/rb_Autopatch_postload.lua"]:43: table index is nil
stack traceback:
[C]: in metamethod '__newindex'
[string "/osb_postload/rb_Autopatch_postload.lua"]:43: in main chunk


Hope this helps troubleshoot! I don't see any new recipes from other mods showing up because of this error.
Ryanor Jan 25 @ 5:20pm 
Hi! I'm using OpenStarbound and this mod, and I recently removed some Recipe Browser patches so I can test whether items from Frackin', Elithian Races, and Avali are working. It seems to be not functioning correctly, I will send a log if I can soon to see what the issue is, if any.
DeMadScribe Jan 25 @ 1:16am 
Will it work with StarExtensions? If no, will there be support for it?
mec fluuri Jan 21 @ 9:05pm 
Peak
Ziorys  [author] Jan 21 @ 10:21am 
OpenStarbound integration should work now :). lmk if there are problems
TheRocki Jan 9 @ 3:10pm 
is there a way to look for everything craftable from a certain work station?
Ziorys  [author] Dec 29, 2024 @ 11:56am 
I'll look into it. seems doable.
mec fluuri Dec 20, 2024 @ 8:01pm 
Can you plan on adding additionally functionality with OpenStarbound like with the mod SiP (Spawnable Item Pack)?
ahilger1 Apr 13, 2024 @ 1:45pm 
My searches keep getting stuck at “searching database 3:1/5”
Geshiku Mar 27, 2024 @ 3:32am 
Thank you! This mod is a must have I am surprised more people don't incorporate it into their modpack.
Leon Dec 31, 2023 @ 7:39am 
also can we have the RPG Growth patch too. love that mod to death. lol.
Leon Dec 31, 2023 @ 7:38am 
TY buddy. I disable some other mods and use this one than things are getting better. still have some lap. but maybe just because I have few 100s mods installed. Your mod is good. Just like the terraria guide npc. help find things and how to create them easier.
Ziorys  [author] Dec 20, 2023 @ 3:20pm 
@Leon: that's... weird. i can't really think of a reason why that would happen. also i can't reproduce it. are you sure it's caused by this mod (and actually related to boxes, the game can slow down/lag while searching for items, there's not much i can do against that)? if yes, could you be more specific?
1. is it a persistent slowdown or more of a lagspike?
2. does it happen when the interface is closed? (for all i know it shouldn't, there is nothing in the mod that actively does anything unless the interface is opened)
3. does it happen when opening the inventory as well?
4. do you have other mods installed that interact with containers somehow? (the interface for this mod is using the same basic system that boxes or the inventory use to display items, just with different interactions on clicking them. i guess if another mod tried to interact with slots in the interface expecting them to work like normal itemslots it could cause issues? but that would probably be very hard to fix)
Leon Dec 19, 2023 @ 8:53pm 
somehow this mod slow down the game when opening boxes and when one get close to boxes. any fix guys?
VariableVixen Nov 27, 2023 @ 1:01pm 
Definitely not late, I wasn't able to figure out the "extra" recipe stuff, so I'll look at the source and let you know if I have any more questions, if you're open to it!
Ziorys  [author] Nov 27, 2023 @ 5:40am 
@VariableVixen: might be a bit late for an answer (sorry), but i added a more thoroughly commented version of the patch creation scripts source code, including an explanation of the Database format.
VariableVixen Nov 20, 2023 @ 4:56am 
This mod looks awesome! One thing I'd really appreciate though, is some documentation of the recipe patch format for registering stuff from other mods. I know you've provided your own patch generator along with some premade patches, but I think it'd be nice for other mods to be able to offer built-in support for this mod by providing their own patches, made by the mod author.

Also, I'm creating my own C# patch generator that should be decently robust and able to handle both workshop and non-workshop mods, plus some sanity checks and the like, and it'd be easier than trying to reverse engineer your python and existing patches to figure out how they work.
Ziorys  [author] Sep 27, 2023 @ 8:24am 
You're Welcome :), always nice to get positive feedback. Thank you too (and all the others) for reporting those bugs btw.

Also, there is no crash log for the patcher, the closest thing would be to run it from an already open terminal (so it doesn't close automatically) and just look at the output
Thanjar Sep 26, 2023 @ 10:33am 
Also, thank you for an amazing mod!
Thanjar Sep 26, 2023 @ 9:44am 
Well, idk if it was something on my end or not, it successfully made the patch without issues now.
Thanjar Sep 26, 2023 @ 9:31am 
btw, is there a way to find like a crash log file or something from the patcher?
Thanjar Sep 26, 2023 @ 9:20am 
Ok! ill give it a try and see what i get
Ziorys  [author] Sep 21, 2023 @ 10:27am 
@Thanjar: i don't know what causes the crash in the patcher, but the game crashes because it tries to load the temporary data created by the patcher as a mod. deleting the 'temp' folder in "Starbounds/mods/Recipebrowserpatch" (or just that folder itself) should fix it.

I uploaded a new version of the patcher that should at least remove the left-over data when it fails to create the patch
Thanjar Sep 16, 2023 @ 2:23am 
Downloaded the fixed one btw
Thanjar Sep 16, 2023 @ 2:21am 
I have noticed that the All-in-Once Patcher crashes or something when gets to the phase of searching relevant files (after unpacking all mods) which, if you try to open the game, will make the game crash before it even starts.

Here is what i get when i try to open the game after the patcher: Hope this helps. [pasteboard.co]
karmastatedrive Aug 15, 2023 @ 9:03am 
I'm not sure if this is a documented issue but figured i'd share here. For whatever reason the patcher itself for recipe browser seems to be completely incompatible with 'Evolved Weapons System [v1.4.4]' i'm not sure why this happens as i only discovered the issue by attempting to brute force fix the issue and have next to no experience in modding. The patcher will successfully find and unpack the required files, however when it tries to create the patch file it will almost immediately hard crash and end the process without completing. Removing this mod and it's files seem to have fixed the issue though. I'm not sure how helpful this information will be, just wanted to share in case anyone else ran into a similar issue while attempting to create their own patch. Thank you again for making the mod and patcher, Starbound would genuinely be unplayable without it for me
Ziorys  [author] Aug 6, 2023 @ 11:58am 
finally got around to uploading the fix for the search crash, tell me if i broke anything.

@tsalkenov: if you still have that bug with the new version, could you send me your log file from right after it happened? (Starbound/storage/starbound.log)
Blood INQUISITOR Jul 27, 2023 @ 8:38am 
Np, anyway thank you for a great mod :steamthumbsup:
Ziorys  [author] Jul 27, 2023 @ 6:37am 
@Blood INQUISITOR: Great to see a relatively easy fix that works :). for anyone else: that property is the only thing saved to the player data and deleting it is basically the same as starting the mod for the first time on a new character. It won't stop it from breaking again though. I am currently working on a fix for that bug, but still have to test if it breaks anything else. Sorry it's taking so long
Blood INQUISITOR Jul 27, 2023 @ 6:25am 
I sort of figured it out myself.

For those who need a solution:

1) Download "The New Easy Script" from here https://steamcommunity.com/sharedfiles/filedetails/?id=942157446 and unpack your .player file
2) Remove "RB_localstorage" block from JSON file
3) Pack edited JSON to .player file with same script

Thats all!
Blood INQUISITOR Jul 27, 2023 @ 5:46am 
@mec fluuri, are you talking about the .player file?
Would you care to give me a hint, what does data block that needs to be erased look like? I think I can handle if I have your clue
mec fluuri Jul 26, 2023 @ 9:04pm 
@Blood INQUISITOR, yeah but it involves editing your save file. I've noticed the mod saves the crafting dictionary in each save file separately, so I had to delete a whole block code in my save that stores the dictionary.
Blood INQUISITOR Jul 26, 2023 @ 4:28am 
@mec fluuri, same problem. Did you manage to fix it?
mec fluuri Jul 7, 2023 @ 10:28am 
Oh, that's relatively fine then. Also, I've also experienced a weird bug where with one of my characters, the recipe browser hangs when I try to use it. The reset doesn't seem to do anything either. https://pastebin.com/TBtxeCfZ
Ziorys  [author] Jul 7, 2023 @ 9:22am 
At least it runs correctly. That error isn't that concerning (just a little weird). You should expect some craftingstations or similarly upgradeable objects not showing up correctly, but otherwise everything should still work. (the script tried to assign a basic object (e.g. "station") to an upgrade name (e.g. "station2") that has already been used, might be an edgecase that i've missed (i.e. there is a basic station called "station2" in one of the mods) or some mod you use defines objects in a weird way)
mec fluuri Jul 7, 2023 @ 2:06am 
Seems to be working okay, but I'm not sure if this (https://pastebin.com/jE2P5DPz) should be something of concern. Also, I've notice a recipe still shows a generic cube even though the item looks like it was patched in the database.
Ziorys  [author] Jul 6, 2023 @ 12:24pm 
@mec fluuri: i added a (hopefully) fixed version to google drive. Please tell me if it doesn't work, i can't really test it right now
mec fluuri Jul 6, 2023 @ 3:39am 
The All-In-One Patcher doesn't seem to work for me. I've pasted a part of the logs that seem to point to the problem but I don't know how to fix it myself. https://pastebin.com/1fyM84k6
The Lone Wolf Mar 14, 2023 @ 8:03pm 
Forget it, i found the problem. The script is missing quotation marks in the first part of the command when you refer to the asset_unpacker.
The Lone Wolf Mar 14, 2023 @ 7:41pm 
Hmmmm, i think that the script doesn't work with other language distributions of Windows. i get a lot of errors in the script because C:/ProgramFiles is not the same as C:/Archivosdeprograma (Spanish distribution) altough it detects the base directory and the mods, the script is unable to unpack them. Would you be able to help me out? Thanks in advance!
Ziorys  [author] Aug 16, 2022 @ 2:51pm 
@wyongcan: We can talk about it. I'll send you a request
wyongcan Aug 16, 2022 @ 11:10am 
Hi, I modified your mod to support output search and add support for some mod custom recipes, may i have your permission to publish it?
elcanomario Jul 3, 2022 @ 1:33pm 
i wish i knew the solution lol
Demoje May 22, 2022 @ 7:10pm 
Hello! I'm used your exe file and patched some mods. But in Recipe browser showed only ores for bars and nothing more. I guess it's happened because mods have custom crafting station - what solution can be?:steamsad:
NihilRetnar May 3, 2022 @ 1:43pm 
Is it possible to search for an output instead of an input?